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Doc Block
Apr 15, 2003
Fun Shoe

Lowen SoDium posted:

I saw a video that was the same thing but for GTA V. It was really impressive to see all of the tricks they did to get that game to do what it does on such a wide range of hardware.

Yeah, dude did an article breaking down a frame of GTA V too.

I’m assuming somebody (hopefully the OP) used these articles as a basis for the videos.

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Doc Block
Apr 15, 2003
Fun Shoe

TooMuchAbstraction posted:

For what it's worth though, the Colorado-class battleship's upper deck is, if I'm reading this diagram correctly, about 5 meters above the ocean's surface. Smaller ships would be even closer to the water. Depending on how rough the waves are they absolutely could wash over the deck. So yeah, most of the time, the waves would be smaller, but not always.

IIRC, even big waves in open, rough-but-not-stormy seas are, like, 2 meters.

Doc Block fucked around with this message at 05:56 on Sep 11, 2019

Doc Block
Apr 15, 2003
Fun Shoe
If it’s within X distance of the target waypoint, consider the waypoint reached and target the next one?

Doc Block
Apr 15, 2003
Fun Shoe
To be fair, Godot has fairly decent tutorials and reasonable documentation for most things IIRC.

Doc Block
Apr 15, 2003
Fun Shoe
The newest GameMaker Studio, version 2.3, apparently added proper functions and structs so... probably?

edit: Butterscotch Shenanigans is making Crashlands 2 in GameMaker Studio. The first one had inventory and crafting and all that jazz

Doc Block fucked around with this message at 07:08 on Dec 17, 2020

Doc Block
Apr 15, 2003
Fun Shoe
Make the object you're lifting heavier, and ramp the movement of the forklift instead of having it instantly start/stop. And yeah, increase friction and physics damping.

edit: also, see if Unity has a maximum physics velocity setting, so you can put a cap on the crate speed so it doesn't catch an edge weirdly and get launched into space.

Doc Block fucked around with this message at 23:31 on Jan 16, 2021

Doc Block
Apr 15, 2003
Fun Shoe

roomforthetuna posted:

I feel like if you're going for that kind of 'realistic' physics then you also want to make the forklift itself not-kinematic, and drive it by applying forces to it, which then means you shouldn't need to worry about the "launch into space" effect, which usually results from unresolvable contacts between kinematic and rigidbody physics.

Doesn’t have to mean “realistic”, just not instantly on/off, so the load the player is carrying doesn’t thrash around. A 1/10th second ramp would help a lot.

Doc Block
Apr 15, 2003
Fun Shoe
Woooowwwww

https://www.youtube.com/watch?v=1tjkSpoa7V8

Doc Block
Apr 15, 2003
Fun Shoe
You could just spit out a separate file of offsets, and then use that when drawing the sprites

Doc Block
Apr 15, 2003
Fun Shoe
Sartre wrote that “Hell is other people” and he was not wrong.

Leaving a negative review just to try getting the developer’s attention for a question is some real bullshit.

Doc Block
Apr 15, 2003
Fun Shoe
Right now it just looks like the ship is partly submerged. Maybe make the cloud texture smaller/finer so the ghost effect is more detailed and obvious.

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Doc Block
Apr 15, 2003
Fun Shoe
Floating-point precision issues caused by large distances, maybe?

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